Information Processing Apparatus, Information Processing Method, and Program

The information processing apparatus in game systems generates varied game effects based on object states, enhancing strategic thinking and gameplay depth by altering attack capabilities and object states.

JP7705011B2Active Publication Date: 2025-07-09MIXI INC
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Patent Information

Application Number
JP2022092177
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-07
Publication Date
2025-07-09
Estimated Expiration
2041-09-13

AI Technical Summary

Technical Problem

Existing game systems do not adequately consider the state and type of objects when players combine them, limiting the depth of interest and thinking ability in gameplay.

Method used

An information processing apparatus that generates different game effects based on the state of objects when certain conditions are met, such as changing the state of a fixed object from restricted to free, affecting adjacent objects and their attack capabilities.

Benefits of technology

Enhances the thinking ability of players by requiring strategic consideration of object arrangement and state, providing a deeper gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

In computer games where players must consider the arrangement of objects, this makes it easier to enhance the thinking required for the game. In a game system, when an object designated by a player is placed, a game effect is generated when a "word" is formed by multiple objects, including this object and another object. At this time, an attack occurs when the object is in a free state, and an attack is restricted when the object is in a restricted state.
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Description

Technical Field

[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.

Background Art

[0002] In computer games (hereinafter simply referred to as "games"), players are often provided with various "game media". The game media referred to here is a general term for digital contents such as characters, items, and experience points that enable players to proceed with the game advantageously.

[0003] Among game media, in particular, the collection, enhancement, and cultivation of objects such as characters are one of the pleasures of the game. There are games that exhibit unique effects by combining a plurality of objects (see Patent Document 1). The sense of anticipation for the combination of objects, or the thinking ability to consider effective combinations of objects, is an element that deepens the interest of the game.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] The inventors of the present invention considered that when a player combines objects, the state of the objects as well as the types of objects should be taken into consideration by the player, so as to further deepen the interest of the game.

[0006] The present invention is an invention completed based on the above idea by the inventors, and its main object is to provide a technology for improving the thinking ability of the game by making the player consider the arrangement of objects while taking into account the state of the objects.

Means for Solving the Problem

[0007] In a certain aspect of the present invention, an information processing apparatus includes an effect generating unit that generates a game effect according to the state of a second object when a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and the second object when the first object designated by a player is arranged in a predetermined area. The effect generating unit generates a first game effect when the second object is in a first state, and generates a second game effect different from the first game effect when the second object is in a second state different from the first state.

Effect of the Invention

[0008] According to the present invention, in a game considering the arrangement of objects, it becomes easier to enhance the thinking ability of the game.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] [Summary] After briefly explaining the outline of a computer game (hereinafter referred to as "Game X") assumed in this embodiment, the specific configuration and control method of the game system will be described. Game X is an F2P (Free-to-Play) type game that can be executed on a smartphone or the like and allows multiple players to participate.

[0011] A player holds a plurality of objects. The player uses the objects to clear various tasks called "quests", "missions", etc. In a quest, the player uses the objects held by the player to fight against enemies.

[0012] When an enemy is defeated, the quest is cleared. When a quest is cleared, the player can obtain an object corresponding to the quest. By clearing a large number of quests, the player can obtain a large number of objects.

[0013] One-character hiragana such as "a" and "i" are associated with the objects. The player creates words (vocabularies) of two or more characters by arranging the objects. A large number of words are registered in the dictionary in advance, and if any of the registered words can be created, the enemy can be attacked. The ability to create a large number of words while combining a wide variety of objects is important. The skill level of Game X depends on the knowledge and ideas of the player.

[0014] As will be described in detail later, in this embodiment, some objects have two states: a free state (the first state) and a restricted state (the second state). The interest of Game X lies in considering the method of arranging objects while taking into account the states of the objects.

[0015] FIG. 1 is a hardware configuration diagram of the game system 200. In the game system 200, the game server 100 and a plurality of game terminals 102a, 102b, 102c ··· 102n (hereinafter, collectively referred to as "game terminal 102" when mentioned together or not particularly distinguished) are connected via the Internet 106. The game terminal 102 in this embodiment is assumed to be a smartphone. The game terminal 102 may be a portable dedicated game machine or a general-purpose computer such as a laptop PC. The game terminal 102 and the Internet 106 are wirelessly connected, but may also be wired-connected. A unique ID called a player ID is assigned in advance to the player of the game. Hereinafter, the player with player ID = P01 is denoted as "player (P01)". The game server 100 provides Game X to each game terminal 102.

[0016] FIG. 2 is a hardware configuration diagram of the game server 100. The game server 100 includes a storage 312 as a non-volatile memory for storing computer programs, a volatile memory 304 for expanding programs and data, registers, arithmetic units, instruction decoders, etc., and a processor 300 (CPU: Central Processing Unit) that reads and executes programs from the memory 304. The processor 300 is connected to a relatively high-speed first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is connected to the first bus 302. In addition, other devices such as a GPU (Graphics Processing Unit) may be connected to the first bus 302.

[0017] The first bus 302 is connected to a relatively slow second bus 310 via a bridge 308. In addition to the storage 312, output devices 316 such as monitors or speakers are connected to the second bus 310. Further, input devices 314 such as mice and keyboards, and peripheral devices 318 such as printers may be connected to the second bus 310.

[0018] Figure 3 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and a game terminal 102. Each component of the game server 100 and the game terminal 102 is realized by hardware including an arithmetic unit such as a CPU and various co-processors, a storage device such as a memory and a storage, and a wired or wireless communication line connecting them, and software stored in the storage device and supplying processing instructions to the arithmetic unit. The computer program may be composed of a device driver, an operating system, various application programs located in the upper layer thereof, and a library providing common functions to these programs. Each block described below indicates a block of a functional unit, not a configuration of a hardware unit. The game server 100 may be configured to include a web server, and the game terminal 102 may be configured to include a portable communication terminal and a web browser installed therein.

[0019] (Game Server 100) The game server 100 includes a communication unit 112, a data processing unit 110, and a data storage unit 114. The communication unit 112 is responsible for communication processing with the game terminal 102 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 110 executes various processes based on the data acquired by the communication unit 112 and the data stored in the data storage unit 114. The data processing unit 110 also functions as an interface between the communication unit 112 and the data storage unit 114.

[0020] The data storage unit 114 includes a game data storage unit 130 and a player data storage unit 132. The game data storage unit 130 stores the setting information of game X in addition to the game program. The player data storage unit 132 manages the information of the player.

[0021] The data processing unit 110 includes a player registration unit 116 and a game control unit 124. The player registration unit 116 receives player registration from the game terminal 102 via the communication unit 112. When player registration is requested, the player registration unit 116 assigns a player ID to the player. The game control unit 124 controls the basic progress of game X.

[0022] The game control unit 124 includes an object management unit 118, an effect generation unit 120, and an arrangement unit 152. The object management unit 118 manages objects (game media) that are targets of operation or use in game X, such as characters and items. The effect generation unit 120 generates game effects (described later) that will be described later according to the arrangement of the objects. The arrangement unit 152 arranges the objects according to instructions from the player.

[0023] (Game terminal 102) The game terminal 102 includes a user interface processing unit 136, a communication unit 134, a data processing unit 138, and a data storage unit 140. The user interface processing unit 136 includes an input unit 142 that receives operations from the player and an output unit 144 that executes image display and audio output. The output unit 144 includes a notification unit 150 that notifies the player of hints regarding the arrangement of the objects.

[0024] The communication unit 134 is responsible for communication processing with the game server 100 and other game terminals 102 via the Internet 106. The data storage unit 140 stores various data. The data processing unit 138 executes various processes based on the data acquired by the user interface processing unit 136 and the communication unit 134, and the data stored in the data storage unit 140. The data processing unit 138 also functions as an interface for the user interface processing unit 136, the communication unit 134, and the data storage unit 140.

[0025] The data processing unit 138 includes a game execution unit 146. The game execution unit 146 controls the progress of the game in cooperation with the game server 100. The game execution unit 146 of the game terminal 102 may be formed as a software module downloaded from the game server 100 as a part of the function of the game control unit 124.

[0026] The communication unit 134 acquires various game information from the game server 100, and the output unit 144 displays a game screen on the game terminal 102. Also, the input unit 142 detects various inputs by the player, and the game execution unit 146 notifies the input information to the game server 100 via the communication unit 134. Further, in response to this input information, the data processing unit 138, particularly the game execution unit 146, controls the progress of the game.

[0027] FIG. 4 is a screen diagram of the battle screen 160. The player appropriately selects a quest to challenge from a plurality of quests presented in game X. When a quest is selected, the game control unit 124 causes the battle screen 160 corresponding to the quest to be displayed on the game terminal 102. In the battle screen 160, a battle game between the player and the enemy character 162 is played. The enemy gauge 164 indicates the hit points (physical strength value) of the enemy character 162. The ally gauge 166 indicates the hit points of the player.

[0028] The battle is conducted in a turn-based manner. The player attacks the enemy character 162 by combining P (Player) objects 176 (objects held by the player) in the manner described later. When attacking the enemy character 162, the hit points of the enemy character 162 decrease. The effect generation unit 120 calculates the amount of damage to the enemy character 162, and the output unit 144 of the game terminal 102 updates the enemy gauge 164 according to the amount of damage.

[0029] When the player's attack ends, the enemy character 162 attacks. When the enemy character 162 attacks, the hit points of the player decrease. The effect generation unit 120 calculates the amount of damage to the player, and the output unit 144 updates the ally gauge 166 according to the amount of damage.

[0030] In this way, the player and the enemy character 162 attack alternately. If the hit points of the enemy character 162 reach zero before the player's hit points reach zero, the player wins. Conversely, if the player's hit points reach zero before the enemy character 162, the enemy character 162 wins. When the player wins, the object management unit 118 grants a new P object 176 to the player as a victory bonus.

[0031] The player holds a plurality of P objects 176. Before the battle, the player selects a predetermined number of P objects 176 that are candidates for use from among the P objects 176 held. Hereinafter, the combination of P objects 176 selected in this way is referred to as a "deck". In this embodiment, there is no upper limit to the number of P objects 176 held, and the maximum number of P objects 176 that can be put in the deck is 30.

[0032] A single - character hiragana is associated with the P - object 176. In the player's turn, the object management unit 118 randomly selects a predetermined number of P - objects 176 from the P - objects 176 included in the player's deck and displays them as selection candidates in the candidate area 170. In this embodiment, it is assumed that the number of P - objects 176 displayed in the candidate area 170 is 4.

[0033] In the center of the battle screen 160, a placement area 168 (a predetermined area) is displayed. The placement area 168 includes a fixed area 178 where the fixed object 172 is arranged in advance and a free area 174 (empty area) where the fixed object 172 is not arranged. The player selects a P - object 176 from the candidate area 170 and drags it to any free area 174 to install the P - object 176 in the free area 174. The placement unit 152 sets the P - object 176 in the free area 174 according to the input from the player and finalizes the placement of the P - object 176.

[0034] In FIG. 4, four P - objects 176 corresponding to "ka", "su", "u", and "da" are displayed as selection candidates in the candidate area 170. In the placement area 168, the fixed object 172 with the character "n" is set in the fourth fixed area 178 from the left.

[0035] In FIG. 4, the player places the P object 176 corresponding to "da" (hereinafter referred to as "P object 176 (da)") to the immediate left of the fixed object 172 (n). When the P object 176 (da) is placed in the free area 174, the object management unit 118 randomly or in a predetermined order selects one new P object 176 from the deck and replenishes it in the candidate area 170. The player repeats the selection of the P object 176 and the setting in the free area 174 in order to set the P object 176 in all the free areas 174 (empty areas). When the P object 176 is set in all the free areas 174 (hereinafter referred to as "placement completion"), the effect generation unit 120 generates a game effect (such as an attack) described later. After the game effect is generated, the player's turn ends and it becomes the turn of the enemy character 162.

[0036] When the turn of the enemy character 162 ends, the P object 176 is removed from all the free areas 174 (4 in FIG. 4). The fixed object 172 in the determined area 178 remains. The player selects the P object 176 again in order and rearranges the P object 176 in all the free areas 174. Note that the P object 176 may be removed once after the placement is completed and the effect is generated, instead of when the turn of the enemy character 162 ends.

[0037] FIG. 5 is a schematic diagram for explaining the basic game effect generated along with the arrangement of the P object 176. In the arrangement area 168 shown in FIG. 5, the free area 174A, the free area 174B, the free area 174C, the determined area 178, and the free area 174D are arranged from left to right. The P object 176 (ka) is placed in the free area 174A, the P object 176 (i) is placed in the free area 174B, the P object 176 (da) is placed in the free area 174C, the fixed object 172 (n) is placed in the determined area 178, and the P object 176 (su) is placed in the free area 174D, respectively.

[0038] After the placement is completed, the effect generating unit 120 determines whether a word of two or more characters is formed when reading from left to right (predetermined arrangement direction) in the placement area 168. More specifically, a dictionary of words (vocabulary) is stored in advance in the game data storage unit 130, and the effect generating unit 120 determines whether the registered words in the dictionary are formed. Hereinafter, the formation of a word is also referred to as "fulfillment of the first condition".

[0039] In the placement area 168, when reading from the left, the five-character P object 176 and the fixed object 172 of "kaidansu" are arranged in a row. At this time, five words of "shell (kai)", "quick strike (kaida)", "stage (dansu)", "meeting (kaidan)", and "dance (dansu)" are formed. Therefore, the effect generating unit 120 sets the number of times of fulfillment of the first condition to "5". Hereinafter, among the number of times of fulfillment, the number of words formed as a whole in the placement area 168 is referred to as the "total fulfillment number", which is distinguished from the "partial fulfillment number" described later.

[0040] When each P object 176 is related to the fulfillment of the first condition, in other words, when it constitutes a part of a "word", the enemy character 162 can be attacked. In the present embodiment, the P object 176 that is part of a word of two or three characters performs a normal attack. In addition, the P object 176 that is part of a word of four or more characters performs a special attack with a greater attack power than the normal attack. When summarizing the normal attack and the special attack, it is referred to as the "first game effect".

[0041] More specifically, the P object 176 has a unique attack power. In addition, the P object 176 has a unique special ability. For example, the attack power of the P object 176a is "93", and its special ability is to be able to attack all three enemies. The attack power of the P object 176b is "20", and its special ability is to be able to attack one enemy three times. The attack power may be randomly selected by the effect generating unit 120 within an appropriate range such as "80 - 90".

[0042] First, since the P object 176(ka) is part of the four-character word "conversation (kaidan)", it performs a special attack. Similarly, since the P objects 176(i) and 176(da) are also part of "conversation", they perform special attacks. Since the P object 176(su) is part of the three-character word "dance (dansu)", it performs a normal attack. The effect generation unit 120 generates a first game effect in which each of the four P objects 176 attacks the enemy character 162, and subtracts the damage caused by the attack from the hit points of the enemy character 162.

[0043] Furthermore, an addition is made to the attack power of each P object 176 according to the total number of times the word is formed, so-called, the number of combos. For example, when the total number of times the word is formed is "1", it is "1.0 times", when the total number of times the word is formed is "2", it is "1.1 times", and when the total number of times the word is formed is "3", it is "1.3 times". The magnification is set according to the total number of times the word is formed.

[0044] If the magnification when the total number of times the word is formed is "5" is set to "3.0 times", the attack power of the P object 176(ka) will be "special attack power × 3.0". The magnification is set in the same way for the other P objects 176. The player can create words for each of the many P objects 176, create words with a large number of characters, and increase the overall attack power as the number of words created increases.

[0045] Hereinafter, when the first game effect (normal attack and special attack) and the second game effect described later are not distinguished or summarized, they are simply referred to as "game effects".

[0046] Figure 6 is a schematic diagram for explaining the regulation state of the fixed object 172. At the start of the battle game, the object management unit 118 may set the fixed object 172 in the fixed area 178 to a restricted state (second state). For example, when a specific enemy character 162 appears, the object management unit 118 may set the fixed object 172 to the restricted state. The fixed object 172 in the restricted state is displayed in a manner that can be identified as if it were frozen (hereinafter referred to as "restricted display").

[0047] The object management unit 118 sets a maintenance point for the fixed object 172 in the restricted state. The object management unit 118 may randomly determine the amount of the maintenance point or set it corresponding to the enemy character 162. A restriction gauge 180 indicating the amount of the maintenance point is displayed for the fixed object 172 in the restricted state. When the maintenance point becomes zero, the object management unit 118 changes the fixed object 172 from the restricted state to a free state (first state) without restriction. Hereinafter, the fixed object 172 in the restricted state will be referred to as "fixed object 172 (restricted)" as appropriate.

[0048] After the arrangement is completed, the object management unit 118 decreases the maintenance point according to the number of times the words (first condition) including the fixed object 172 (restricted) are established (hereinafter referred to as "partial establishment times"). For example, when the maintenance point is 3 points, if the partial establishment times are 3 or more, the fixed object 172 changes from the restricted state to the free state. In the case of the example shown in FIG. 6, if the maintenance point is 3 points, since the player has established the three words "conversation", "step", and "dance" including the fixed object 172 (restricted), the maintenance point becomes zero (= 3 - 3).

[0049] When the fixed object 172 returns from the restricted state to the free state, as shown in FIG. 5, each P object 176 exhibits the first game effect. That is, the P object 176 exhibits a normal attack or a special attack. Also, as shown in FIG. 5, the fixed object 172 returns to its normal display state. Hereinafter, when the maintenance point becomes zero and it returns from the restricted state to the free state, it is called "release of restriction".

[0050] In summary, when the fixed object 172 (restricted) is included in the placement area 168, after the placement is completed, the object management unit 118 determines whether the restriction can be released based on the number of partially established times. When the restriction is released, the effect generation unit 120 causes the P object 176 to exhibit the first game effect (normal attack or special attack).

[0051] On the other hand, when the maintenance point is 5 points, even if the above three words are established, 2 points of the maintenance point remain. In this case, the object management unit 118 decreases the restriction gauge 180 to a length of 2 / 5 and maintains the fixed object 172 in the restricted state. The fixed object 172 remains in the restricted display shown in FIG. 6.

[0052] If the fixed object 172 cannot be released from the restriction even after the placement is completed, the object management unit 118 also changes the P object 176 (da) and the P object 176 (su) adjacent (second condition) to the fixed object 172 (restricted) from the free state to the restricted state. If the restriction of the fixed object 172 cannot be released, the game effect is exhibited in the manner shown in FIG. 7 below.

[0053] FIG. 7 is a schematic diagram for explaining the game effect when the fixed object 172 is in the restricted state. When the restriction cannot be lifted, that is, when the maintenance point remains, not only the fixed object 172 (restriction) but also the P objects 176 (da), 176 (su) adjacent to the fixed object 172 are in a restricted state. The output unit 144 causes not only the fixed object 172 (n: restriction) but also the P objects 176 (da: restriction) and 176 (su: restriction) to be restrictively displayed. At this time, the P objects 176 (da: restriction), 176 (su: restriction) enter a restricted state due to the chain effect from the fixed object 172 (restriction) and cannot exert the first game effect (normal attack or special attack). In other words, the "restricting power" of the fixed object 172 (n: restriction) propagates to the adjacent P objects 176 as well.

[0054] In the placement area 168, as in FIG. 5, the P object 176 with the five characters "kaidan su" and the fixed object 172 are lined up, so the five words "shell", "quick strike", "stage", "conversation", and "dance" are formed. That is, the total number of established times is "5".

[0055] The P object 176 (ka: free) forms a four-character word "conversation (kaidan)" and thus performs a special attack. Similarly, the P object 176 (i: free) also performs a special attack. On the other hand, although the P object 176 (da: restricted) forms part of "conversation", it is in a restricted state and thus its attack is blocked. The blocking of the attack power due to being in a restricted state is called the "second game effect". Since the P object 176 (su: restricted) is also in a restricted state, it cannot exert its attack power. As a result, in the arrangement state shown in FIG. 7, only the P objects 176 (ka: free), 176 (i: free) exert the first game effect and attack the enemy character 162.

[0056] Since the total number of successful occurrences in Fig. 7 is "5", a magnification of "3.0" corresponding to the total number of successful occurrences "5" is set for the attack power of P object 176 (ka: free) and P object 176 (i: free). Also, the partial number of successful occurrences of the words including the fixed object 172 (n: regulation) is "3" ("conversation", "step", "dance"). If the initial maintenance point of the fixed object 172 (n) is "5", the object management unit 118 reduces the maintenance point to "2 (=5 - 3)". In the next turn, the maintenance point of the fixed object 172 (n: regulation) becomes "2". The regulation state of the fixed object 172 continues, but since the maintenance point is decreasing, it becomes easier to release the regulation in the next turn.

[0057] Fig. 8 is a flowchart showing the processing procedure when the game effect occurs. When the player sets P objects 176 in all free areas 174, that is, when the placement is completed, the processing shown in Fig. 8 is executed. When the fixed object 172 (regulation) is not included in the placement area 168 (N in S10), the effect generation unit 120 calculates the attack power of each P object 176 based on the length of the words established in the placement area 168 and the total number of successful occurrences, and reduces the hit points of the enemy character 162 based on the attack power (S20).

[0058] If the hit points of the enemy character 162 become zero, it is a victory (Y in S22), and the battle game ends. At this time, the object management unit 118 gives a new object to the player as a privilege. If the hit points of the enemy character 162 are not zero (N in S22), it becomes the turn of the enemy character 162. Note that when the player's hit points are reduced to zero in the turn of the enemy character 162, the enemy character 162 wins and the battle game ends.

[0059] When there is a fixed object 172 (regulation) (Y in S10), the effect generating unit 120 reduces the maintenance points based on the number of times the partial establishment of the words including the fixed object 172 (regulation) occurs. When the maintenance points become zero, that is, when the regulation is released (Y in S12), the object management unit 118 changes the fixed object 172 from the regulated state to the free state (S14). In this case, since the P objects 176 adjacent to the fixed object 172 (free) are not subject to regulation, each P object 176 exhibits the first game effect (normal attack and special attack).

[0060] On the other hand, when the regulation cannot be released because the maintenance points remain (N in S12), the fixed object 172 remains in the regulated state, and the P objects 176 adjacent to the fixed object 172 (regulation) also enter the regulated state (S16). The effect generating unit 120 saves the number of times the partial establishment of the words including the fixed object 172 occurs (S18). For example, if the number of partial establishments is "1", "1" is saved. Since the maintenance points decrease by the number of partial establishments, it becomes easier to release the regulation state of the fixed object 172 in the next turn.

[0061] Even if the regulation cannot be released, the effect generating unit 120 executes an attack if there is a P object 176 that can exhibit the first game effect (normal attack or special attack) among the P objects 176 (S20).

[0062] [Summary] The game system 200 has been described based on the embodiment above. In the game X of this embodiment, the fixed object 172 in the regulated state may also exert a regulatory force on the adjacent P objects 176. For this reason, it is possible to realize a unique gameplay of considering an effective attack arrangement using P objects 176 that are not affected by the fixed object 172 (regulation). For example, in the case of the example shown in FIG. 7, it is necessary to consider words that can effectively utilize the P objects 176 (ka: free) and P objects 176 (i: free) that are not affected by the fixed object 172 (regulation).

[0063] Alternatively, in order to release the restriction on the fixed object 172 (restriction), the gameplay of how many words containing the fixed object 172 (restriction) can be formed can also be demonstrated. In the case of the example shown in FIG. 7, if a large number of words containing the fixed object 172 (ん: restriction) can be thought of, the maintenance points can be significantly reduced. In this way, in Game X, it is possible to realize a deep thinking ability that makes full use of knowledge and imagination while considering the state of the fixed object 172.

[0064] The fixed object 172 (restriction) is an existence that is disadvantageous to the player. Therefore, when the fixed object 172 can be released from the restriction by skillfully creating words, the player can have a sense of achievement or liberation.

[0065] It is also conceivable to design the fixed object 172 (restriction) to affect (restrictive force) all the P-objects 176 in the placement area 168, not limited to the adjacent P-objects 176. For example, in FIG. 7, it is also conceivable that the attacks of the P-object 176 (か) and the P-object 176 (い) are restricted. On the other hand, as shown in this embodiment, if only the P-objects 176 adjacent to the fixed object 172 exhibit the second game effect, in other words, according to the method of limiting the influence range of the restrictive force, it is possible to provide a unique pleasure of considering the attack method while avoiding the adverse effects of the fixed object 172 (restriction).

[0066] In addition, when the fixed object 172 (restriction) is arranged at the left end or the right end, there is only one P-object 176 adjacent to the fixed object 172, so the adverse effect of the fixed object 172 (restriction) is reduced. On the other hand, since it becomes difficult to create words containing the fixed object 172 (restriction), it becomes difficult to release the restriction. By limiting the influence range of the fixed object 172 (restriction) to the periphery of the fixed object 172 (restriction), the gameplay of competing in the skillfulness of the arrangement method of the P-objects 176 can be further clarified.

[0067] Before the battle, the player composes a deck. By limiting the P-objects 176 available for use against the enemy character 162, the player can more easily select P-objects 176 during the battle. Also, by restricting the available P-objects 176, the difficulty of forming words is increased, and the player can experience the frustration of not having the necessary P-objects 176 for creating the intended words appear as selection candidates.

[0068] The battle against the enemy character 162 is conducted in a turn-based manner. The effect generation unit 120 generates a game effect after the player has set P-objects 176 in all free areas 174. After the placement is completed, usually multiple words are formed, so the thrill of continuous attacks generated by a large number of P-objects 176 can be provided.

[0069] Even if the fixed object 172 (regulation) cannot be deregulated, the maintenance points decrease according to the number of partial establishment times of the word including the fixed object 172, and the decreased maintenance points are carried over to the next turn. Even if the deregulation of the fixed object 172 fails, it becomes easier to deregulate the fixed object 172 in the next turn, so the progress of the game can be controlled so that the presence of the fixed object 172 does not overly impede the play.

[0070] Note that the present invention is not limited to the above embodiments and variations, and components can be modified and embodied without departing from the gist. Various inventions may be formed by appropriately combining a plurality of components disclosed in the above embodiments and variations. Also, some components may be deleted from all the components shown in the above embodiments and variations.

[0071] Although the game system 200 has been described as being configured by a plurality of game terminals 102 and one game server 100, part of the functions of the game terminal 102 may be realized by the game server 100, or part of the functions of the game server 100 may be assigned to the game terminal 102. Further, a third device other than the game terminal 102 or the game server 100 may undertake part of the functions of the game server 100 or the game terminal 102. The aggregate of the respective functions of the game terminal 102 and the game server 100 described in FIG. 3 can also be grasped overall as one "information processing device (game device)". How to distribute the plurality of functions necessary for realizing the present invention to one or a plurality of hardware may be determined in consideration of the processing capabilities of each hardware and the specifications required for the game system 200 and the like.

[0072] [Modification Example] FIG. 9 is a first schematic diagram for explaining the game effect when the fixed object 172 is in a restricted state in the modification example. In the present embodiment, when the restriction of the fixed object 172 (restriction) is not released, it has been described that the P objects 176 (da) and 176 (su) adjacent to the fixed object 172 (en: restriction) also enter a restricted state. As a modification example, the restricted state may be chained by words. In the case of the example shown in FIG. 9, since the P object 176 (da: restriction) is adjacent to the fixed object 172 (en: restriction), it is in a restricted state.

[0073] The P objects 176 (ka) and 176 (i) form the P object 176 (da: restriction) and the word "powerful strike". At this time, the object management unit 118 may also set the P objects 176 (ka) and 176 (i) to a restricted state. Thus, when another P object 176 that forms a word together with a certain P object 176 (restriction) is also set to a restricted state in a chained manner, the effect generation unit 120 also blocks the attacks of these P objects 176 (third game effect).

[0074] In FIG. 9, since the P object 176 (da: restricted) and the P object 176 (su: restricted) are adjacent to the fixed object 172 (n: restricted), they are in a restricted state. Also, since the P object 176 (ka: restricted) and the P object 176 (i: restricted) form words (such as "quick strike" and "conversation") with the P object 176 (da: restricted), they are also in a restricted state. As a result, since all the P objects 176 are in a restricted state, the player cannot attack the enemy character 162. However, since the words including the fixed object 172 are established three times, the object management unit 118 reduces the maintenance points of the fixed object 172 by three points.

[0075] FIG. 10 is a second schematic diagram for explaining the game effect when the fixed object 172 is in a restricted state in a modified example. In the arrangement area 168 shown in FIG. 10, in the free area 174A, there is a P object 176 (o), in the free area 174B, there is a P object 176 (i), in the free area 174C, there is a P object 176 (da), in the determined area 178, there is a fixed object 172 (n), and in the free area 174D, there is a P object 176 (su) arranged.

[0076] In the arrangement area 168, when read from left to right, the P objects 176 and the fixed object 172 of the five characters "oidan su" are arranged in a row. The words established at this time are the three words "nephew (oi)", "step (dan)", and "dance (dansu)".

[0077] Similar to FIG. 9, the P object 176 (da: restricted) and the P object 176 (su: restricted) adjacent to the fixed object 172 (n: restricted) are also in a restricted state. Different from FIG. 9, the P object 176 (o) and the P object 176 (i) do not form words with the P object 176 (da: restricted) and the fixed object 172 (n: restricted). In this case, the effect generation unit 120 executes a normal attack as the first game effect without sealing the attack power of the P object 176 (o) and the P object 176 (i).

[0078] In FIG. 10, the words that are established as words including the fixed object 172 (restriction) are "step" and "dance". For this reason, the object management unit 118 reduces the maintenance points of the fixed object 172 (restriction) by two points.

[0079] In the arrangement shown in FIG. 9, since the partial establishment count was 3 points, the maintenance points can be reduced more significantly than in the case of the arrangement shown in FIG. 10. On the other hand, the attack power of all P-objects 176 is sealed.

[0080] In the case of the arrangement example shown in FIG. 10, the P-object 176 (o) and the P-object 176 (i) can attack, but since the partial establishment count is small, the reduction amount of the maintenance points becomes small. The player needs to consider the arrangement method of the P-objects 176 while considering whether to prioritize restriction release or attack.

[0081] FIG. 11 is a schematic diagram for explaining the arrangement support of objects having effective attributes against restrictions. As a modification, a P-object 176 having a break attribute (effective attribute) may be prepared. A break mark 192 is given to the P-object 176 having the break attribute. If a word can be created by combining the P-object 176 having the break attribute and the fixed object 172 (restriction) (the establishment of the third condition), the object management unit 118 may reduce the maintenance points of the fixed object 172 more than usual.

[0082] For example, assume that the maintenance point of the fixed object 172 (regulation) is "5". If the number of partial establishment times is "3", usually, the fixed object 172 (regulation) is not deregulated. However, if there is a P-object 176 having a break attribute among the P-objects 176 that constitute the words of the fixed object 172 (regulation), the object management unit 118 reduces the maintenance point by twice to 6 points. In this case, since the fixed object 172 (regulation) is deregulated, the break attribute becomes an advantageous attribute for the player.

[0083] In FIG. 11, a P-object 176 (ki) having a break attribute is displayed in the candidate area 170. If the player installs the P-object 176 (ki) in the free area 174C, the word "gold coin (kinka)" can be established. In this case, the object management unit 118 greatly reduces the maintenance point of the fixed object 172 by activating the break attribute of the P-object 176 (ki).

[0084] By preparing a P-object 176 having a break attribute, it is possible to provide the pleasure of considering words including the fixed object 172 while utilizing the break attribute.

[0085] When a P-object 176 having a break attribute exists in the candidate area 170, the notification unit 150 may notify the player that the break attribute can be activated if this P-object 176 is arranged in the free area 174C. Specifically, the notification unit 150 may display a point mark 190 beside the P-object 176 (ki: break attribute) and display an animation of moving the point mark 190 to the free area 174C to inform the player of an effective arrangement method of the P-object 176 (ki).

[0086] As another modification example, a P object 176 having a guard attribute (valid attribute) may be prepared. The P object 176 having the guard attribute will not be restricted even if it is arranged adjacent to the fixed object 172 (regulation) (the third condition is satisfied). For example, when the P object 176 (ki) shown in FIG. 11 has the guard attribute, even if the restriction of the fixed object 172 cannot be released, the P object 176 (ki) can exhibit the first game effect.

[0087] By actively arranging the P object 176 having the guard attribute adjacent to the fixed object 172, the adverse effect (restraining force) by the fixed object 172 can be suppressed. Also regarding the guard attribute, the notification unit 150 may suggest to the player a placement method so as to place the P object 176 in the free area 174C.

[0088] In the present embodiment, the processing method when one fixed object 172 is in the restricted state has been described by way of assumption, but a plurality of fixed objects 172 may be set in the placement area 168. Also, a plurality of fixed objects 172 may be simultaneously set in the restricted state.

[0089] In the present embodiment, it has been described that when the fixed object 172 is set in the restricted state and the adjacent P object 176 is also in the restricted state due to the influence of the fixed object 172. As a modification example, regardless of the fixed object 172, the P object 176 may change its state from the free state to the restricted state. For example, the game control unit 124 may set a "restriction reservation" in advance in any of the free areas 174. When the P object 176 is arranged in the free area 174 reserved for the restriction, the object management unit 118 may set the P object 176 in the restricted state.

[0090] When there is a fixed object 172 (regulation), all the P-objects 176 in the placement area 168 may be set to the regulated state. Alternatively, when there is a fixed object 172 (regulation), the object management unit 118 may randomly select a P-object 176 to be in the regulated state from among the plurality of P-objects 176 in the placement area 168.

[0091] Based on the partial establishment count of the words including the fixed object 172 (regulation), the object management unit 118 was described as decreasing the maintenance point of the fixed object 172. As a modification, the object management unit 118 may decrease the maintenance point based on the overall establishment count. For example, in FIG. 7, since five words, namely, "shell", "rapid strike", "stage", "talk", and "dance", are established, the placement area 168 may decrease the maintenance point by 5 points.

[0092] The fixed object 172 may have a first regulated state and a second regulated state. When the fixed object 172 is in the first regulated state, the object management unit 118 sets only the P-objects 176 adjacent to the fixed object 172 to the regulated state. On the other hand, when the fixed object 172 is in the second regulated state, the object management unit 118 may set all the P-objects 176 arranged in the placement area 168 to the regulated state. In this way, two types of regulated states with different influence ranges of regulation may be set for the fixed object 172.

[0093] The second game effect was described as a cancel effect of the attack power, but it may be an effect of decreasing the attack power. For example, the effect generation unit 120 may cause the P-object 176 (da) in FIG. 7 to exhibit an attack power that is half of the original special attack power.

[0094] The second game effect may be an effect of enhancing the attack power, that is, a game effect advantageous to the player. The P object 176 adjacent to the fixed object 172 in the regulated state may exhibit an advantageous second game effect such as attacking a plurality of enemy characters 162 that exert a greater attack power than usual. In the case of such a game design, a unique enjoyment of considering the arrangement method of the P object 176 can be provided so as not to reduce the maintenance points of the fixed object 172.

[0095] In the present embodiment, the ability to attack the enemy character 162 has been described as a game effect. Not limited to the battle with the enemy character 162, for example, the ability to break a wall may be changed depending on the total number of times of overall establishment or the presence or absence of regulation. Also, assuming a game in which a specified number of turns or the number of words that can be created within a specified time are competed, the game control unit 124 may update the score according to the total number of times of overall establishment.

[0096] In the present embodiment, it has been described that each of the P objects 176 individually exhibits the first game effect or the second game effect. Not limited to this, when a word is established, all the P objects 176 may exhibit a common game effect. For example, in the arrangement state shown in FIG. 5, all the P objects 176 may collectively exert the total attack power of the P object 176 (ka) and the P object 176 (i) as the total attack power against the enemy character 162.

[0097] The P object 176 has a character attribute. The arrangement of the character attributes of a plurality of P objects 176 to form a "word" has been described as the first condition. The first condition may be an arrangement condition other than the character attribute. For example, the P object 176 may have a color attribute. When the player arranges a predetermined number of P objects 176 of the same color, arranges a plurality of P objects 176 of different colors such as red, blue, and yellow in a specified order, or arranges P objects 176 of the same color system (e.g., red system) such as orange, purple, and pink, the effect generation unit 120 may determine that the first condition is satisfied.

[0098] The P-object 176 may have shape attributes. For example, it may be considered that the first condition is satisfied when arranging P-objects 176 having shape attributes such as star shape, round shape, and square shape according to a predetermined rule. The P-object 176 may have quality attributes such as light, darkness, wood, and fire. It may be regarded that the first condition is satisfied when arranging P-objects 176 with a plurality of quality attributes according to a predetermined rule.

[0099] The P-object 176 is not limited to a one-dimensional array and may be two-dimensionally arranged. The effect generation unit 120 may generate a game effect of the P-object 176 according to the arrangement content even when the P-objects 176 are arranged diagonally or vertically.

[0100] Although it has been described that the possibility of releasing the restriction is determined by the number of times (partial number of times) the words including the fixed object 172 (restriction) are established, the restriction may be released by other methods. For example, when the words including the fixed object 172 (restriction) satisfy a predetermined condition, for example, "name of fruit", the object management unit 118 may reduce the maintenance point of the fixed object 172.

[0101] As a specific example, when two words, "mandarin orange" and "apple", which include the fixed object 172 (ん: restriction), are established, the object management unit 118 may reduce the maintenance point by 2 points. In addition, if the words including the fixed object 172 (restriction) can include the fixed object 172 in words with a predetermined number of characters, for example, words of 4 characters or more, the object management unit 118 may reduce the maintenance point.

[0102] Even when the maintenance point reaches zero, the object management unit 118 may maintain the fixed object 172 itself in a restricted state. However, when the maintenance point reaches zero, the effect generation unit 120 may cause the P object 176 adjacent to the fixed object 172 to exhibit the first game effect. In the next turn, the fixed object 172 may be maintained in the restricted state with the original maintenance point, and if it cannot be released from the restriction in that turn, the adjacent P object 176 may be transitioned to the restricted state.

[0103] The object management unit 118 may increase the maintenance point over time. In this case, the player must complete the placement early in order to set the maintenance point to zero.

[0104] The effect generation unit 120 may invalidate the attack of the P object 176A adjacent to the fixed object 172 (restricted) (second game effect), and may reduce the attack of the P object 176B that constitutes the words with the P object 176A by half (third game effect). In this way, the second game effect and the third game effect may be the same or different.

[0105] In this embodiment, it has been described that placement is completed when P objects 176 are set in all free areas 174. As a modification, when P objects 176 are arranged in a predetermined number (N < M) of free areas 174 out of a plurality (M) of free areas 174, it may be regarded as placement completion.

[0106] In this embodiment, it has been described that there is a possibility that the fixed object 172 is set in the restricted state when the enemy character 162 appears. However, not limited to this, during the turn of the enemy character 162, the enemy character 162 may set the fixed object 172 in the restricted state. According to such a control method, since there is a possibility that a special attack called "restriction" can be applied to the enemy character 162 even after the start of the battle, the tension during the battle can be increased.

[0107] From the descriptions of the embodiments and modifications above, the following inventions can be understood. A1. When a first object designated by a player is placed in a predetermined area, when a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and a second object, an effect generation unit that generates a game effect according to the state of the second object is provided. The effect generation unit generates a first game effect when the second object is in a first state, and generates a second game effect different from the first game effect when the second object is in a second state different from the first state, an information processing apparatus.

[0108] According to the invention described in A1, the player needs to consider the method of arranging the objects based on the state of the second object. When the second game effect is less advantageous than the first game effect, since the player will gain less profit even if the first condition is satisfied between the second object in the second state and the first object, it is desirable to consider a method of satisfying the first condition for objects other than the second object. On the other hand, when the second game effect is more advantageous than the first game effect, the player can expand the profit by satisfying the first condition between the second object in the second state and the first object. The necessity of changing the arrangement method of the objects according to the state of the second object can improve the thinking nature of the game.

[0109] A2. The effect generation unit causes the first object to generate the first game effect and the second game effect, the information processing apparatus according to A1.

[0110] According to the invention described in A2, since the game effect of the first object that satisfies the first condition with the second object changes according to the state of the second object, it becomes easier for the player to recognize the influence on the first object with respect to the first object.

[0111] A3. The effect generating unit further includes the information processing apparatus according to A1 or A2, which exhibits the game effect when a predetermined relationship is established between the attributes of each of a plurality of objects including the first object and the second object.

[0112] According to the invention described in A3, since it is necessary to consider not only the arrangement of objects but also their attributes, for example, character attributes, the thinking ability of the game can be further improved.

[0113] A4. The effect generating unit further includes the information processing apparatus according to any one of A1 to A3, which exhibits the game effect when a predetermined relationship is established in the arrangement direction of a plurality of objects including the first object and the second object.

[0114] According to the invention described in A4, since it is necessary to consider not only the arrangement of objects but also their arrangement direction, the thinking ability of the game can be further improved.

[0115] A5. The information processing apparatus according to any one of A1 to A4 includes an arranging unit that arranges an object selected by a player in an empty area designated by the player among the predetermined areas from a plurality of objects that can be pre-selected by the player.

[0116] According to the invention described in A5, since the objects that can be selected by the player can be narrowed down, the player can quickly and easily select an object. In addition, since it becomes difficult to satisfy the first condition by narrowing down the objects that are candidates for selection, an opportunity to consider how to select the selection candidates can be provided.

[0117] A6. The effect generating unit determines whether the first game effect or the second game effect can occur when a predetermined number of objects corresponding to the number of objects that can be arranged in the predetermined area are arranged, in the information processing apparatus according to any one of A1 to A5.

[0118] According to the invention described in A6, in order to determine the possibility of generating the first game effect and the second game effect after the arrangement is completed, it is possible to provide a sense of exhilaration of continuously generating a plurality of game effects based on the fulfillment of a plurality of first conditions.

[0119] A7. An information processing apparatus according to any one of A1 to A6, further comprising: an object management unit that changes the state of the second object from the second state to the first state based on the number of times the first condition is satisfied with respect to the positional relationship of a plurality of objects including the second object in the second state.

[0120] According to the invention described in A7, by satisfying the first condition for the second object, the disadvantage associated with the second state can be eliminated. Also, when the second state is advantageous to the player, since the first condition for the second object is disadvantageous to the player, it is necessary to consider the arrangement of the objects so that the second state is not released. By considering how to satisfy or not satisfy the first condition using the second object when considering the arrangement of the objects, the thinking ability of the game can be enhanced.

[0121] A8. The object management unit: when a predetermined number of objects that can be arranged in the predetermined area are arranged, and the number of times the first condition is satisfied for the second object is less than the threshold value, the second object remains in the second state in the predetermined area; when the objects are rearranged by the player in the predetermined area, and the sum of the number of times the first condition is satisfied for the second object before rearrangement and the number of times the first condition is satisfied after rearrangement is equal to or greater than the threshold value, the state of the second object is changed from the second state to the first state, the information processing apparatus according to A7.

[0122] According to the invention described in A8, when the second state is disadvantageous to the player, even if the second object remains in the second state, it becomes easier to return the second object to the first state when arranging the next object. Therefore, it is possible to control so that the second object does not become an excessive hindrance to the player. Further, when the second state is advantageous to the player, since it becomes easier for the second object to return to the first state when arranging the next object, it is possible to control the state of the second object so as not to provide an excessive benefit opportunity to the player.

[0123] A9. The effect generation unit generates the second game effect as an effect that limits the first game effect, and the information processing apparatus according to any one of A1 to A8.

[0124] According to the invention described in A9, when the first game effect is an advantageous effect for the player, the second object in the second state becomes a disadvantage to the player. Therefore, the player needs to consider a method for avoiding and eliminating the adverse effect of the second object. Further, when the first game effect is a disadvantageous effect for the player, the second object in the second state becomes a benefit to the player. Therefore, the player needs to consider a method for utilizing and maintaining the favorable effect of the second object. By such a control method, the thinking ability of the game can be further enhanced.

[0125] A10. The effect generation unit causes the third object to exhibit a third game effect different from the first game effect when the second condition is satisfied for the first object and the first condition is satisfied for the positional relationship of a plurality of objects including the first object and the third object, and the information processing apparatus according to any one of A1 to A9.

[0126] According to the invention described in A10, when a second condition, for example, a condition such as being adjacent to an object in a regulated state, is satisfied for a first object, and a third condition is satisfied for a third object with respect to the first object, a third game effect different from the original first game effect occurs. That is, when an additional condition of "satisfaction of the second condition" is satisfied for the first object, a specific influence also extends to the third object, so that the thinking nature of the game can be further enhanced.

[0127] A11. The effect generating unit is when the second condition is satisfied for the first object, and the first condition is not satisfied regarding the positional relationship between the first object and a fourth object, and the first condition is satisfied regarding the positional relationship between the fourth object and a plurality of objects including other objects, the information processing apparatus according to A10, which causes the fourth object to exhibit the first game effect instead of the third game effect.

[0128] According to the invention described in A11, even when an additional condition of "second condition" is satisfied for the first object, if the first condition can be separately satisfied for the first object and the fourth object for which the first condition is not satisfied, the fourth object will exhibit the original "first game effect" instead of the "third game effect", so that the influence on the fourth object accompanying the second condition will be blocked.

[0129] A12. The information processing apparatus according to A5, further comprising a notification unit that notifies an empty area where an object having an effective attribute that changes the efficacy of the second object when a third condition is satisfied regarding the positional relationship with the second object in the second state exists among the plurality of selectably set objects.

[0130] According to the invention described in A12, by giving some objects an effective attribute that changes the effectiveness of the second object related to the first game effect and the second game effect, the number of elements to be considered for the arrangement of the objects is increased, and thus the thinking ability of the game can be further enhanced.

[0131] A13. When a first object designated by a player is placed in a predetermined area by a computer, it determines whether a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and a second object. A method for information processing, wherein when the first condition is satisfied, the computer generates a first game effect when the second object is in a first state, and generates a second game effect different from the first game effect when the second object is in a second state different from the first state.

[0132] According to the invention described in A13, the same effect as the invention described in A1 can be achieved.

[0133] A14. When a first object designated by a player is placed in a predetermined area, it has a function of determining whether a first condition is satisfied based on the positional relationship of a plurality of objects including the first object and a second object, and When the first condition is satisfied, it has a function of causing a computer to generate a first game effect when the second object is in a first state, and generate a second game effect different from the first game effect when the second object is in a second state different from the first state.

[0134] According to the invention described in A14, the same effect as the invention described in A1 can be achieved.

Explanation of Reference Numerals

[0135] 100 Game Server, 102 Game Terminal, 102a Game Terminal, 106 Internet, 110 Data Processing Unit, 112 Communication Unit, 114 Data Storage Unit, 116 Player Registration Unit, 118 Object Management Unit, 120 Effect Generation Unit, 124 Game Control Unit, 130 Game Data Storage Unit, 132 Player Data Storage Unit, 134 Communication Unit, 136 User Interface Processing Unit, 138 Data Processing Unit, 140 Data Storage Unit, 142 Input Unit, 144 Output Unit, 146 Game Execution Unit, 150 Notification Unit, 152 Arrangement Unit, 160 Battle Screen, 162 Enemy Character, 164 Enemy Gauge, 166 Ally Gauge, 168 Arrangement Area, 170 Candidate Area, 172 Fixed Object, 174 Free Area, 174A Free Area, 174B Free Area, 174C Free Area, 174D Free Area, 176 P Object, 178 Determined Area, 180 Regulation Gauge, 190 Point Mark, 192 Break Mark, 200 Game System, 300 Processor, 302 First Bus, 304 Memory, 308 Bridge, 310 Second Bus, 312 Storage, 314 Input Device, 316 Output Device, 318 Peripheral Devices

Claims

1. Comprising one or more processors, wherein the one or more processors are in a game for placing an object in a predetermined area based on an input from a player, when a first condition is satisfied based on the positional relationship of a plurality of objects including a first object, a second object adjacent to the first object, and a third object not adjacent to the second object, when the second object is in a first state, causing a first game effect to occur on the first object and causing the first game effect to occur on the third object, when the second object is in a second state, causing a second game effect different from the first game effect to occur on the first object and causing the first game effect to occur on the third object; An information processing apparatus.

2. The one or more processors are when the second object is in the first state, enabling the first object to attack an enemy character and enabling the third object to attack an enemy character, when the second object is in the second state, disabling the first object from attacking an enemy character and enabling the third object to attack an enemy character; The information processing apparatus according to Claim 1.

3. One or more processors, in a game for placing an object in a predetermined area based on an input from a player, when a first condition is satisfied based on the positional relationship of a plurality of objects including a first object, a second object adjacent to the first object, and a third object not adjacent to the second object, when the second object is in a first state, causing a first game effect to occur on the first object and causing the first game effect to occur on the third object, when the second object is in a second state, causing a second game effect different from the first game effect to occur on the first object and causing the first game effect to occur on the third object; An information processing method.

4. On one or more processors, in a game for placing an object in a predetermined area based on an input from a player, When a first condition is satisfied based on the positional relationship of a plurality of objects including a first object, a second object adjacent to the first object, and a third object not adjacent to the second object, when the second object is in a first state, causing a first game effect to occur on the first object and causing the first game effect to occur on the third object, when the second object is in a second state, causing a second game effect different from the first game effect to occur on the first object and causing the first game effect to occur on the third object, A program for executing the process.

5. A server including one or more processors and a terminal device, wherein the server, in a game of arranging an object in a predetermined area based on an input from a player, when a first condition is satisfied based on the positional relationship of a plurality of objects including a first object, a second object adjacent to the first object, and a third object not adjacent to the second object, when the second object is in a first state, causing a first game effect to occur on the first object and causing the first game effect to occur on the third object, when the second object is in a second state, causing a second game effect different from the first game effect to occur on the first object and causing the first game effect to occur on the third object, A system.

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